M16A4 angled

M16A4 alpha

Weapon Type Primary Weapon
Weapon Class Assault Rifle
Rank Prerequisites Rank 22
Damage 34 -> 22
Range 55 max -> 165 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes 3× Burst & Semi
Rate of Fire 900 RPM

TTK (Time to Kill) 0.13 s
Head & Body Multiplier
per bullet/pellet
Max (55 studs) Min (165 studs)
(x1.4) Head 47.6 30.8
(x1) Torso 34 22
(x1) Arms and Legs 34 22
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 34 -> 19.8 55 max -> 148.5 min
R2 Suppressor 32.3 -> 20.9 52.25 max -> 156.75 min
PBS-1 Suppressor 32.3 -> 20.9 52.25 max -> 156.75 min
PBS-4 Suppressor 32.3 -> 20.9 52.25 max -> 156.75 min
Suppressor 30.6 -> 22 49.5 max -> 165 min
Armor Piercing 34 -> 18.33333 55 max -> 0 min
Hollow Point 28.33333 -> 26.4 55 max -> 165 min
Muzzle Velocity 2500 studs/s
Penetration Depth 1.2 studs
Suppression 0.5


Hipfire Camera Recovery Speed 22
Sight Camera Recovery Speed 24
Weapon Recovery Speed 23
Weapon Recoil Damping 0.9


Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.50, -0.11, 0.30)
Min Recoil Displacement (-0.50, 0.60, 9.19)
Max Recoil Displacement (0.80, 1.10, 11.50)
Min Recoil Rotation (-0.61, 0.50, -0.31)
Max Recoil Rotation (1.20, 1.20, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.85


Min Camera Kick (2.09, -0.31, -0.50)
Max Camera Kick (2.50, 0.30, 0.50)
Min Recoil Displacement (-0.11, 0.10, 11.50)
Weapon Shot Displacement (0.10, 0.40, 11.80)
Min Recoil Rotation (0.20, -0.11, -0.11)
Max Recoil Rotation (0.40, 0.10, 0.10)
Sight Magnification 1.8x


Reload Time 1.9 seconds
Empty Reload Time 2.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 9.7 stud/s
Ammo Type 5.56x45mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
Comp Aimpoint 130 Kills
Coyote Sight 380 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
MARS 70 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
Z-Point 10 Kills
ACOG Scope 430 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The M16A4 is an American Assault Rifle member of the AR-15 Family. It is unlocked at Rank 22 or can be purchased with credits (CR).


After the Vietnam War, the U.S was looking to fix the issues with the M16A1 currently in service at the time. They did this by switching out the predecessor's full-auto fire mode for a 3-round burst, replacing the triangular handguard with a ribbed circular one, adding a case deflector and improving the rear sight. This rifle was called the M16A2. Later, in the 1990s, a version called the M16A2E4 was selected and given the designation M16A4. Small improvements were made, such as the removable carry handle, with accessory rail on top of the receiver, underneath the carry handle, for the ease of attaching optical module. A quad rail handguard is also standardized to allow more modularity. This variant is currently in service with the U.S Army, the U.S Marine Corps and other military groups. However, the U.S is currently looking for a replacement for the M16A4 and M4A1.


General Information

The M16A4 has the fourth highest maximum damage of all Assault Rifles (tied with the AS VAL, beaten by the M231, AKM, and AK47) and is capable of a three-shot-kill (3SK), or a single burst, up to 55 studs. It has low recoil and high aiming stability, which are great for long range combat. The M16A4 is very effective at medium to long range, However, it has its place in close quarters combat (CQC) - a single well-aimed burst can kill an enemy at full health.

Unlike other three-round burst modes on other weapons, the burst of the M16A4 has higher accuracy and remains very stable, even with continuous burst fire. The burst has a high rate-of-fire (RoF) that makes it effective at medium range. However, at longer ranges, using burst can be quite annoying since the burst doesn't have a limit to the recoil, unlike automatic weapons. Therefore, tap firing or using semi-auto is highly recommended.

Unlike DMRs, however, this weapon requires at least five-shots-to-kill (5STK) a full health enemy at long ranges and doesn't have the suppressive power of DMRs due to the intermediate cartridge of the 5.56x45mm NATO. This makes the M16A4 especially vulnerable beyond short-medium ranges against machine guns, as the M16A4 cannot dump half a magazine into an enemy without excessive spam clicking and its semi-automatic mode relies heavily on sustained accuracy, which light machine guns excel at countering.

Usage & Tactics

To perform well with this weapon, the player will have to know when to full burst and when to tap. Therefore, using this AR takes quite a bit of skill when compared to other AR's. It does take some practice to get used to the lack of a full-automatic fire mode, and some players will have to learn to constantly check their M16A4's firemode to ensure that they don't go into a CQC situation with it switched on semi-auto, or vice versa.

With a high-zoom optical sight like the ACOG attached, the weapon performs similarly to a DMR in semi-auto. The semi-auto mode on M16A4 is more useful than that of any other assault rifle. On semi-auto, the rifle has very little recoil. It can make multiple successful shots at long range without the player needing to compensate for the recoil to hit a target. The semi-auto mode is faster than most DMR's and has no delay like the SKS or MK11. Despite having lower damage than a DMR, this gun has a larger magazine capacity and high aiming stability. Obviously, the semi-auto mode is not recommended for use within close quarters because the time-to-kill (TTK) is quite long, even with its ability to kill in three shots.


The M16A4 is a flexible weapon, hitting hard in close quarters, with its burst mode performing very well at this range. At the mid-long range, its low recoil in semi-auto helps it continuously lay down fire without being obstructed by recoil.

Pros & Cons


  • Good overall damage.
  • High RoF with the burst mode.
  • Low recoil.
  • Quick recoil recovery.
  • Common ammunition type.
  • Fast reload time.
  • Very versatile.


  • Lacks a fully-automatic trigger mode.
  • Requires a higher skill cap to be used effectively.
  • Shorter maximum range than other Assault Rifles.


  • The M16A4 is not a burst version of M16A3 like many people think. It's a direct upgrade of the M16A2.
    • The M16A3 is the full-auto version of M16A2, not the M16A4.
    • Colt produces a full-auto version of the M16A4, product-coded as the R0901, which is for international purchases.[1]
  • Before the update 0.10.6, pressing the mouse button for a very short time still fired the whole burst. This was removed however since many took advantage of an auto-clicker with burst-fire weapons like the M16A4 and the AN-94.
  • The M16A4 and all AR-15 Family members in-game have an incorrect reload animation. When doing a tactical reload (reloading the gun with a bullet still in the chamber), the player will push the bolt release. This is impossible because since there is still a bullet in the chamber, the bolt doesn't lock back, so there's no bolt to release.
    • Also with all other AR-15 Family members' models, the selector switch is on safety.
    • The bolt is not locked open when empty, which is easiest to be seen when you inspect the gun when no rounds are remaining. This is also true for every AR-15 platform rifle.
    • This has been changed in a recent update - all AR-15 platform weapons (M4A1, M231 etc.) now no longer have the player pushing the bolt release on a tactical reload. However, the player will still push the bolt release on an empty reload.
  • There is currently a bug where the rifle's original sight will clip into any attached sights, this is caused by editing textures in slot 1 and 2 with an optic attached.
    • This will only happen in the menu and will be corrected when the player deploys.
  • Like the M16A3, MG3KWS, and TEC-9, the M16A4's in-game model has no trigger.


  1. [1] Manufacturer
Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231- AK103
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - L2A3
MP5SD - MP10 - MP5/10 - M3A1 - AUG A3 Para
PPSh-41 - Kriss Vector - MP40
Light Machine Guns Colt LMG - M60 - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK


Sniper Rifles Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50 - Mosin Nagant - L115A3 - Dragunov SVDS - Hecate II - Steyr Scout
Carbines M4A1 - G36C - M4 - L22 - SCAR PDW - AKU-12 - Groza-1 - AK-12C
Honey Badger- SR-3M - Groza-4 - 1858 Carbine - FAL Para Shorty - PPK-12
Designated Marksman Rifles SVK12E - MK11 - SKS - VSS Vintorez - MSG90 - Beowulf TCR - SA58 SPR - SCAR SSR
Battle Rifles Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - MC51SD - FAL 50.63 Para - Henry 45-70 - FAL 50.00
Shotguns KSG-12 - Remington 870 - DBV-12 - KS-23M - Saiga-12 - Stevens DB - SPAS-12
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1 - ZIP 22
Machine Pistols Glock 18 - M93R - TEC-9 - MP1911
Revolvers MP412 REX - Mateba 6 - 1858 New Army
Other Serbu Shotgun - SFG 50 - Sawed Off - Obrez - Saiga-12U
Test Place    New    Re-Added    Featured Article vte